OpenGL pixel art lighting using normal maps and depth peeling |
- OpenGL pixel art lighting using normal maps and depth peeling
- Working on that combat. Feedback? (Unaki, Action Adventure)
- "G2A Is So Bad Developers Would Rather You Pirate Their Games Than Buy From It"
- TerraLand @unity3d Runtime - Procedural Real-Time Endless Terrains From Real-World GIS Data In Unity
- Going threw a really hard time with motivation atm, Myself and my Game Dev partner have a local showcase for our game soon, i have no idea if anyone will like the game, but its good to feel like working on it again.
- Italian C++ Conference 2019: ECS back and forth (Michele Caini)
- Sudden increase in wishlists on steam
- Mailchimp to Sendy: Cutting Email Costs by 100x (useful for game customer email lists)
- Flocking, leader following stress test, approx 66fps with 256 agents, dropped to 16fps with 512...
- Do I need user permission to collect data and analytics in my game?
- Enlighten will be replaced with a robust solution for Baked and Real-time GIobal Illumination – Unity Blog
- What's the Mac vs PC usage on your game on Steam?
- Jet Droid - fly to the target. Last time I have added a new "buff" which doubles your fire rate.
- Seeking environmental design freelancer
- Let's Make: Dangerous Dave
- Should asset store licenses that let the seller retain IP rights on assets be avoided?
- Low poly environment workflow overview. I thought this might be useful to some of you :) (more details in the comments!)
- WIP Wednesday #122
- how did they texture models during the fifth and sixth generations of video games?
- Back on the Farm - (Game Dev Updates)
- At Unity Hackweek, I made a tool to help you all make your games more accessible to everyone
- Tiled map .tmx to Atlas Region libGDX
OpenGL pixel art lighting using normal maps and depth peeling Posted: 03 Jul 2019 06:48 AM PDT |
Working on that combat. Feedback? (Unaki, Action Adventure) Posted: 03 Jul 2019 07:47 AM PDT |
"G2A Is So Bad Developers Would Rather You Pirate Their Games Than Buy From It" Posted: 02 Jul 2019 12:49 PM PDT |
TerraLand @unity3d Runtime - Procedural Real-Time Endless Terrains From Real-World GIS Data In Unity Posted: 03 Jul 2019 04:40 AM PDT |
Posted: 03 Jul 2019 07:00 AM PDT |
Italian C++ Conference 2019: ECS back and forth (Michele Caini) Posted: 03 Jul 2019 02:46 AM PDT |
Sudden increase in wishlists on steam Posted: 03 Jul 2019 01:27 AM PDT My game had around 500 wishlists last week. Now the dashboard says the game has 3500 wishlists. I did not do anything. The game was released several months ago. Has anyone experienced a similar thing? [link] [comments] |
Mailchimp to Sendy: Cutting Email Costs by 100x (useful for game customer email lists) Posted: 03 Jul 2019 09:48 AM PDT |
Flocking, leader following stress test, approx 66fps with 256 agents, dropped to 16fps with 512... Posted: 02 Jul 2019 07:16 PM PDT |
Do I need user permission to collect data and analytics in my game? Posted: 03 Jul 2019 10:50 AM PDT I'm using unity analytics to collect data about my game's usage. I also have a bug reporter system that sends me a copy of their system specs, output log, a short screen recording of the game, their settings file, and their gamedata file. Do I need to get a player's express permission to do this? [link] [comments] |
Posted: 03 Jul 2019 08:04 AM PDT |
What's the Mac vs PC usage on your game on Steam? Posted: 03 Jul 2019 10:11 AM PDT Wondering if it has been worth it for you to release on Mac and what are the numbers. I'll most likely just do it since plenty of my friends have Mac computers but still wondering for future projects [link] [comments] |
Jet Droid - fly to the target. Last time I have added a new "buff" which doubles your fire rate. Posted: 03 Jul 2019 09:38 AM PDT |
Seeking environmental design freelancer Posted: 03 Jul 2019 08:50 AM PDT I am trying to find an environmental design freelancer. I have all of the assets and the levels are already built, but need someone to come in and make the environments look more polished. Does anyone have any references or has anyone worked with a good environment designer? [link] [comments] |
Posted: 03 Jul 2019 01:53 AM PDT |
Should asset store licenses that let the seller retain IP rights on assets be avoided? Posted: 03 Jul 2019 12:01 PM PDT I've come across a few assets on the itch io asset store that use a license under which the seller retains intellectual property rights on the purchased assets, e.g. https://www.gamedevmarket.net/terms-conditions/#pro-licence . Is this normal practice for purchased assets? From reading posts on this sub about drawing contracts with freelance artists they often stress the importance of transferring IP from the artist to the game dev, so I'm sceptical about using assets under such a license. For context I am developing a game and intend to purchase a single character asset under a license allowing for derivative works, and modify that asset to create all the characters for my game. [link] [comments] |
Posted: 03 Jul 2019 12:00 PM PDT |
Posted: 03 Jul 2019 07:07 AM PDT What is WIP Wednesday? Share your work-in-progress (WIP) prototype, feature, art, model or work-in-progress game here and get early feedback from, and give early feedback to, other game developers. RULES
Remember to use #WIPWednesday on social media for additional feedback and exposure! Note: Using url shorteners is discouraged as it may get you caught by Reddit's spam filter. [link] [comments] |
how did they texture models during the fifth and sixth generations of video games? Posted: 03 Jul 2019 01:28 AM PDT it's all about substance painter now. i was wondering if anyone had some resources on how they did things in the old days. would the clothing in silent hill 4, for example, have been hand painted, or were other methods used instead? i'm having a hard time finding information about texture painting from this time period, so to reiterate, please share any book, video, or website recommendations if you've got them! [link] [comments] |
Back on the Farm - (Game Dev Updates) Posted: 03 Jul 2019 10:10 AM PDT |
At Unity Hackweek, I made a tool to help you all make your games more accessible to everyone Posted: 03 Jul 2019 10:03 AM PDT |
Tiled map .tmx to Atlas Region libGDX Posted: 03 Jul 2019 05:46 AM PDT I have some tiled tmx maps I made. I have a texture atlas that contains all of the textures I'm using in my libGDX game . I have a json tiled map saver class I wrote that stores the atlas region name(s) of the texture for the tiled map tile or animated tile as well as any other info like flipped, tile color, tile brightness, ect. That class saves my tiled map to json and loads it from json using the texture atlas to retrieve the texture regions . Most of my map is procedurally generated at run time with some parts I created in the tiled program saved in .tmx format . I need to save the entire map (both procedurally generated and the added .tmx parts (that may have changed since first loading). The two parts get mixed together and changed somewhat to become one tiled map. My problem is I can't figure out how to get the atlas region name from the texture region that is loaded with the .tmx map or create a new atlas region. I can create a new texture atlas with libGDX and add new texture regions to it and give them atlas names to save the map , but then how do I save the newly created texture atlas along with the packed images at run time? [link] [comments] |
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